Reputation and Renown

In both times of peace and times of war, trust is never easily given. Few readily open their doors to strangers, and even greatest of civilizations are wary of the world-shaping powers that many heroes wield. Your reputation with these organizations is vital if you’re to survive the sea of suspicions, and your renown with the people of this world will either raise you up as a hero, or turn you into a vilified outcast.

Reputation

Reputation represents your relationship with certain groups in the world, such as the numerous Houses and religions. Reputation is tracked via the following categories: Hostile (-3000), Unfriendly (-3000), Unknown (base), Friendly (+3000), Honored (+6000), Revered (+12,000), Exalted (+21,000). Advancing (or dropping) categories of renown requires you to gain (or lose) the noted amount to move from one category to the next (so, an Unknown group would require an additional 3000 reputation to become Friendly, a Revered group would require an additional 21,000 reputation to become Exalted, etc). Players earn reputation with groups in a number of different ways, such as donating religious artifacts to their respective church, completing quests for organizations, hunting down the enemies of an organization and bringing back proof of the deed, and, at low enough reputation levels, just having positive interactions with members of an organization can earn you reputation with them.

Notably, each level of Reputation gained with a group will grant a bonus to the players, such as a bonus to a skill check, a bonus spell-like ability, or even a new ability altogether. These bonuses reflect the nature and goals of the organization, and will range considerably in usefulness from organization to organization and from player to player, as the abilities are not balanced against each other (some organizations do offer better bonuses than others) and the abilities are static across all players regardless of their personal professions. Complete Champion has excellent examples of these bonuses. Bonuses the party currently has can be found on the Reputation Bonuses page.

Benefits and Penalties of Reputation

  • Hostile: When interacting with members of this group, -8 to Disguise, -16 to Bluff and Diplomacy. Both members of this group and members of organizations opposed to this group get a +8 bonus Knowledge (Local) checks to know of you. Members of the group will often attempt to detain or kill you. Organizations opposed to this group may seek you out.
  • Unfriendly: When interacting with members of this group, -4 to Disguise, -8 to Bluff and Diplomacy, members of this group will refuse to barter with you and will be hesitant to interact at all. Both members of this group and members of organizations opposed to this group get a +4 bonus Knowledge (Local) checks to know of you.
  • Unknown: No changes.
  • Friendly: +2 to Bluff and Diplomacy when interacting with members of this group, -2 to Bluff and Diplomacy when interacting with members opposed to this group. -2 to Disguise against members of this group and members of organizations opposed to this group. Both members of this group and members of organizations opposed to this group get a +2 bonus Knowledge (Local) checks to know of you. Gain a minor bonus in relation to the organization. Special quests may become available.
  • Honored: +4 to Bluff and Diplomacy when interacting with members of this group, -4 to Bluff and Diplomacy when interacting with members opposed to this group. -5% discount in merchant price within the organization, special items/materials may become available. -5 to Disguise against members of this group and members of organizations opposed to this group. Both members of this group and members of organizations opposed to this group get a +4 bonus Knowledge (Local) checks to know of you. Gain a bonus in relation to the organization. Special quests may become available, NPCs within the group who could benefit from your aid will begin to seek you out.
  • Revered: +6 to Bluff and Diplomacy when interacting with members of this group, -6 to Bluff and Diplomacy when interacting with members opposed to this group. -10% discount in merchant price within the organization, +5% increase in player sell price within the organization, special items/materials may become available. -10 to Disguise against members of this group and members of organizations opposed to this group. Both members of this group and members of organizations opposed to this group get a +8 bonus Knowledge (Local) checks to know of you. Gain a bonus in relation to the organization. Special quests may become available, NPCs within the group who could benefit from your aid will often seek you out, the organization may begin requesting your aid with priority situations. A player with Revered reputation may begin to seek out leadership positions within their organization.
  • Exalted: +10 to Bluff and Diplomacy when interacting with members of this group, -10 to Bluff and Diplomacy when interacting with members opposed to this group. -20% discount in merchant price within the organization, +10% increase in player sell price within the organization, special items/materials may become available. -15 to Disguise against members of this group and members of organizations opposed to this group. Both members of this group and members of organizations opposed to this group get a +16 bonus Knowledge (Local) checks to know of you. Gain a major bonus in relation to the organization. Special quests may become available, NPCs within the group who could benefit from your aid will often seek you out, the organization will often request your aid with priority situations. A player with Exalted reputation will often be encouraged to take a leadership position within their organization, and may place themselves into the running for Guildmaster should an election go up.
Reputation Tracking
  • The Keepers: Unknown (1950/3000)
  • The Fates: Unknown (1300/3000)
  • The Worldmother: Unknown (500/3000)
  • The Ocean Guardian: Unknown (200/3000)
  • Fiers’ Forge: Unknown (150/3000)
  • The Old Lords: Unknown (150/3000)
  • The Samites: Unknown (125/3000)

Renown

Renown represents how well known you and your deeds are in an area and in the world at large. For these short stories, renown will typically be tracked on a location-by-location basis, unlike how it’s normally gained and tracked. Renown is tracked via the following categories: Hostile (-3000), Unfriendly (-3000), Unknown (base), Recognized (+3000), Famous (+6000), Heroic (+12,000), Legendary (+21,000). Advancing (or dropping) categories of renown requires you to gain (or lose) the noted amount to move from one category to the next (so, an Unknown group would require an additional 3000 renown to become Recognized, a group with Heroic renown would require an additional 21,000 renown to become Legendary, etc). Note that the bonuses to bluff, diplomacy, and merchant prices listed below may be inverted to penalties if a particular person opposes the majority of actions that gave you a positive renown level (Recognized, Famous, etc). Likewise, the penalties to bluff, diplomacy, and merchant prices may be inverted to bonuses if an individual opposes the majority of actions that gave you a negative renown level (Hostile or Unfriendly)

Increasing your renown in a location is done in exactly the same way as regional renown and is easily accomplished, done by helping townspeople, undertaking quests with a regional impact, and by your every-day interactions with the citizens of a region. Regional renown is most often earned in smaller amounts, but many things, even just traveling through cities, resplendent in your armor or mage’s robe, can earn you regional renown.

Benefits and Penalties of Renown

  • Hostile: -8 to Disguise, -16 to Bluff and Diplomacy, merchants and townsfolk refuse to interact with you, Knowledge (Local) checks to know of you get a +8 bonus. City guard will attempt to detain or kill you. There is almost always a warrant out for your arrest or a bounty out for your head at this renown level.
  • Unfriendly: -4 to Disguise, -8 to Bluff and Diplomacy, +10% increase in merchant price, -10% decrease in player sell price, Knowledge (Local) checks to know of you get a +4 bonus. There may well be a warrant out for your arrest at this renown level.
  • Unknown: No changes.
  • Recognized: -2 to Disguise, +2 to Bluff and Diplomacy, Knowledge (Local) checks to know of you get a +2 bonus. Special quests may become available.
  • Famous: -5 to Disguise, +4 to Bluff and Diplomacy, -5% discount in merchant price, Knowledge (Local) checks to know of you get a +4 bonus. Special quests may become available, NPCs who could benefit from your aid will begin to seek you out.
  • Heroic: -10 to Disguise, +6 to Bluff and Diplomacy, -10% discount in merchant price, +5% increase in player sell price, Knowledge (Local) checks to know of you get a +8 bonus, Bards will often begin to compose songs about your adventures. Special quests may become available, NPCs who could benefit from your aid will often seek you out, nations may begin requesting your aid with sensitive situations. A player with a Heroic renown in either two regions or a continent may be subject to certain setting benefits/requirements.
  • Legendary: -15 to Disguise, +10 to Bluff and Diplomacy, -20% discount in merchant price, +15% increase in player sell price, Knowledge (Local) checks to know of you get a +16 bonus, Bards often compose and regularly sing songs about your exploits, these songs will often carry on long past your death. Special quests may become available, NPCs who could benefit from your aid will often seek you out, nations will often request your aid with sensitive situations. A player with a Legendary renown in even one region is likely to be subject to certain setting benefits/requirements.
Global Renown Tracking
  • Global: Unknown (0/3000)
Erathell Renown Tracking
  • Erathell Continental: Unknown (0/3000)
  • Celanthiral: Unknown (0/3000)
  • Laquaran: Unknown (0/3000)
  • The Sunset Fields: Unknown (0/3000)
Coricona Renown Tracking
  • Coricona Continental: Unknown (0/3000)
  • Ikari: Unknown (0/3000)
  • Ikari Jungles: Unknown (0/3000)
  • Kha Nar: Unknown (500/3000)
  • Divinity’s Reach: Unknown (600/3000)
  • Asuren: Unknown (0/3000)
  • Aasrugel: Unknown (0/3000)
  • Ashridge Barbarians: Unknown (0/6000)
  • Tanufel: Unknown (0/3000)
  • Hurloon Tribes: Unknown (0/3000)
  • Talruun Tribes: Unknown (0/3000)
  • Khaz Kvinn: Unknown (0/3000)
Dentyr Renown Tracking
  • Dentyr Continental: Unknown (0/3000)
  • Akrekik: Unknown (0/3000)
  • The Wastelands: Unknown (0/3000)
  • The Silver Isle: Unknown (0/3000)
  • Rhyza Varus: Unknown (0/3000)
Alabastra Renown Tracking
  • Alabastra Continental: Unknown (0/3000)
  • Keld: Unknown (0/3000)
  • The Wild North: Unknown (00/3000)
Klurikon Renown Tracking
  • Klurikon Continental: Unknown (0/3000)
  • More in the Works: Unknown (0/3000)

Reputation and Renown

Fairy Tales Planeswalker